The 5.4 Dungeon Journal has been updated to include loot drops from all Siege of Orgrimmar bosses--check out the loot drops and dungeon strategies below.

We also have some clarifications on the legendary capes coming in Patch 5.4 as well. There's plans to include options to get legendary capes for your off-spec, and there's also some discussion on whether or not capes can be upgraded. It looks like the legendary capes will end up at ilvl 608 regardless of the item tech behind it.

Lore

I'm not completely sure how things are set up in the build that's going up today, but our intent is actually that you'll be able to acquire multiple Legendary cloaks, if you like. So, if you wanted, you could actually get one for both your Protection and Retribution spec :)

Lore

As an update, there's been a very slight change of plans. Our current thinking is to either start the Legendary cloak off at 2/2 upgraded (regardless of whether you upgraded the Epic cloak or not), or just have it set to 608 item level and disable upgrades for it. If we do decide to make one of those changes, the cloak will not be upgradable further than item level 608.

Apologies for the misinformation earlier :)

Siege of Orgrimmar Dungeon Journal

There are also Warforged versions of Normal and Heroic items: ilvl 559 and ilvl 572. These drops are normally not included in the in-game Dungeon Journal. They work exactly the same as Tier 15 Thunderforged items--a low chance for users to get slightly better non-tier from bosses on farm status.

To see what all the gear looks like, click on the View 3D button on each item's page, or check out our older articles on Tier 16 Weapon Models and armor sets.

There are four wings total for LFR difficulty: Vale of Eternal Sorrows, Gates of Retribution, The Underhold, and Downfall.

Vale of Eternal Sorrows

Immerseus

The ancient inhabitants of Pandaria recognized the vital importance of the lifegiving Pools of Power, building an underground system of aqueducts to safeguard the waters and nurture life in the Vale of Eternal Blossoms. The touch of corruption has animated and twisted these waters, and Immerseus stands as an unnatural embodiment of the Vale's sorrow.

Overview:Immerseus begins with 100 Corruption, displayed as a visible power bar, and the objective of the encounter is to cleanse him by reducing his Corruption level to 0. Each time Immerseus is reduced to zero health, he will Split into a mix of dark Sha Puddles and watery Contaminated Puddles. As the Puddles move back towards the center of the chamber, damage-dealers must destroy Sha Puddles, while healers try to heal Contaminated Puddles in order to fully purify them, before they reach the central pool.Following each Split, Immerseus will reform with reduced health and Corruption depending on how successful the raid was in dealing with the two types of Puddles. This cycle will repeat until Immerseus is cleansed.

Tears of the Vale:As a water elemental, Immerseus attacks players directly.

Sha Bolt: Immerseus fires a Sha Bolt at every enemy, inflicting 107250 to 112750 Shadow damage to enemies within 5 yards, and forming a Sha Pool at the targeted location. Sha Pools inflict 107250 to 112750 Shadow damage every second.

Swirl: Immerseus causes torrents of Sha-corrupted water to burst from beneath the cracks in the ground. Players that come into contact with the tainted waters will suffer 43875 to 46125 Shadow damage and be knocked away.

Swelling Corruption: Immerseus surges with power, gaining stacks of Swelling Corruption proportional to his current Corruption level. This power lashes out at players who strike Immerseus, coalescing into a Congealed Sha creature as well as inflicting Sha Corruption upon the attacker, which deals at least 2500 Shadow damage every 1 sec for 10 sec, increasing in damage rapidly with each additional stack.

Split:Upon reaching zero health, Immerseus becomes unstable and bursts into a shower of Sha Puddles and Contaminated Puddles, which will attempt to reform in the pool at the center of the chamber. For each Sha Puddle killed and each Contaminated Puddle healed to full, Immerseus's Corruption is reduced by one.

Sha Puddle: When destablized, Immerseus forms one Sha Puddle for every four units of Corruption he has. Destroying a Sha Puddle before it merges back into the central pool will remove one unit of Corruption.

Sha Residue: When a Sha Puddle is destroyed, it triggers Sha Residue, applying Sha Residue to enemies within 10 yards and increasing damage dealt to other Sha Puddles by 25%. This effect stacks.

Contaminated Puddle: When destablized, Immerseus forms one Contaminated Puddle for every four units of Corruption that have previously been removed. Healing a Contaminated Puddle to full health before it merges back into the central pool will cause it to become Purified, and remove one unit of Corruption upon reaching Immerseus.

Congealing: The speed of the Contaminated Puddle wanes as it increases in health.

Erupting Sha: When any Puddle reaches Immerseus, it triggers an eruption, inflicting 107250 to 112750 Shadow damage to all players for a Sha or Contaminated Puddle, or 43875 to 46125 Frost damage for a Purified Puddle.

Sha Pool: The Sha Pool grows over time, inflicting at least 3000 Shadow damage over 1 sec to enemies who touch it, stacking and increasing rapidly in damage proportional to the number of stacks. Touching the Sha Pool causes it to shrink, whereas it will expand whenever any Puddle reaches it.

The Fallen Protectors

The Golden Lotus and Shado-Pan guardians of the Vale of Eternal Blossoms were caught in the epicenter of the devastating blast that scarred the Vale, and torn apart by the dark energies. Their spirits linger in the place they once protected, confused and tormented by their failure.

Overview:Players must do battle with the brewmaster Rook Stonetoe, the rogue He Softfoot, and the priest Sun Tenderheart, as the three fallen protectors assault the raid simultaneously.At 66% and 33% health remaining, each protector will perform Desperate Measures, manifesting spirits of fallen allies to bring new and powerful attacks to bear against the raid until those spirits are defeated. Triggering Desperate Measures on multiple protectors at the same time is inadvisable.

Bond of the Golden Lotus: Rook Stonetoe, He Softfoot, and Sun Tenderheart share a spiritual bond, linking their fates to each other. Upon reaching 1 health, each of them will begin to cast Bond of the Golden Lotus if any of the other Protectors are still in combat, restoring 30% of maximum health upon completion.Bringing all three Protectors to 1 health simultaneously will restore clarity to their clouded minds.

Defiled Ground: Embodied Misery smashes the ground with fervor, inflicting 273000 to 287000 Physical damage to her current target, knocking them back. This force burns into the ground, inflicting 80000 Shadow damage every second.

In Heroic difficulty, every two casts, Corrupted Brew's travel time is reduced by half a second. This effect resets when Rook Stonetoe begins his Desperate Measures.

Clash: Rook Stonetoe clashes against an enemy, charging each other and meeting halfway. Rook Stonetoe then immediately begins to perform Corruption Kick.

4In Non-Heroic Difficulty, Rook Stonetoe's Clash will not be cast during any Desperate Measures phase.

Corruption Kick: Spins rapidly in a circle, rooting himself and inflicting 93600 to 98400 Physical damage to targets within 10 yards every second for 4 sec. Additionally torments targets struck, inflicting 60000 Shadow damage every two seconds for 6 sec.

Desperate Measures: Upon reaching 66% or 33% health remaining, He Softfoot manifests a twisted spirit of his brother, creating Embodied Anguish, which fixates upon the raid member who has the Mark of Anguish.Once this spirit is defeated, He Softfoot resumes fighting players.

Mark of Anguish: Mark of Anguish periodically inflicts Shadow damage every second and roots the target. The Marked player gains the ability to transfer the Mark to another friendly player within 30 yards.Embodied Anguish's gaze moves to a random target upon killing his current target.

Shadow Weakness: When Embodied Anguish strikes targets, he applies Shadow Weakness, increasing damage taken by Mark of Anguish. Additionally, passing the Mark of Anguish applies one Shadow Weakness to all players. This effect stacks.

Debilitation: Possessing the Mark of Anguish debilitates targets, decreasing their armor by 80% for 2 min.

Garrote: Traveling through the shadows, He Softfoot Garrotes targets, inflicting 64000 Physical damage every 2 sec.This effect is removed when He Softfoot begins his Desperate Measures.

Gouge: He Softfoot attempts to gouge the eyes of his target, incapacitating them for 6 sec and fixating on a random target until Taunted. If the target is facing away, Gouge will instead knock them away a short distance.

Master Poisoner: He Softfoot is a Master Poisoner and occasionally coats his weapons with various types of poisons.

In Heroic Difficulty, Master Poisoner abilities also take effect when using Garrote or Fixate.

4In Non-Heroic Difficulty, He Softfoot's Master Poisoner abilities will not be cast during any Desperate Measures phase.

Noxious Poison: He Softfoot coats his weapon in a Noxious Poison, causing successful melee attacks to create pools of poison on the ground, inflicting 68000 Nature damage every second. These pools may be jumped over.This effect is removed when He Softfoot begins his Desperate Measures.

Desperate Measures: Upon reaching 66% or 33% health remaining, Sun Tenderheart manifests an evil form of her protectors, making Embodied Despair and Embodied Desperation.Once both spirits are defeated, Sun Tenderheart resumes fighting players.

Dark Meditation: Sun Tenderheart enters a Dark Meditation, inflicting Shadow damage to all enemies every half second. Players take 50% less damage from Dark Meditation when inside her Meditative Field.

Manifest Emotions: Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by these manifested emotions will also be suffered by the creature that spawned them.

Sha Sear: Causes an explosion of Shadow magic around the target, inflicting increasing Shadow damage every second to all enemies within 5 yards around the target.

Shadow Word: Bane: Expels a word of misery upon multiple targets, inflicting 80000 Shadow damage every 3 sec for 18 sec. Each time this effect deals damage, it will jump to an additional target, up to a total of 3 times.

Calamity: Calls forth a great Calamity, striking all players for 30% of their maximum health as Shadow damage. This also removes Shadow Word: Bane from all targets.

In Heroic difficulty, Calamity increases in magnitude by an additional 10% of maximum health each addtional time it is cast. This effect resets when Sun Tenderheart begins her Desperate Measures.

4In Non-Heroic Difficulty, Sun Tenderheart's Calamity will not be cast during any Desperate Measures phase.

Norushen

Some say that the mogu race was created in the image of this titanic construct, left deep beneath Pandaria to watch over and guard the continent's darkest and most dangerous secret.

Overview:When the fight begins, Norushen seals all players inside a Quarantine Zone and extracts a portion of each player's corruption to form an Amalgam of Corruption. The object of the encounter is to destroy this creature.Players must reduce their personal level of Corruption in order to inflict full damage to the Amalgam. Players can accomplish this by interacting with the nodes of Purifying Light that active around the room, which will pull them into another phase where they must face a role-specific challenge. Overcoming this challenge will Purify the player and allow them to inflict full damage to the Amalgam.

Corruption: Players start the encounter with 75 points of Corruption. The more corrupt a player is the less damage they will inflict to the Amalgam of Corruption.

In Heroic Difficulties, players begin the encounter with 50 points of Corruption.

Purified: Players who reach 0 Corruption become Purified. Healers who are Purified gain bonus healing, tanks who are Purified take less damage, and damage dealers inflict greater damage by virtue of having less Corruption.

Quarantine Measures: If the Amalgam of Corruption proves too dangerous Norushen will have no choice but to activate the zone's safety measures and destroy all life within.

Self Doubt: The Amalgam inflicts doubt on its current tank target. Self Doubt increases the damage of Unleashed Anger by 50% per application.

Blind Hatred: The Amalgam creates a zone of corruption that extends outward and slowly turns in place. All players caught in the path of the corruption suffer 120000 Shadow damage every second.

Fusion: Every Expelled Corruption that reaches the Amalgam of Corruption will increase the damage the Amalgam inflicts by 8% for 15 sec.

Icy Fear: The Amalgam inflicts 60000 Frost damage to all players every 3 sec. This damage increases as the Amalgam loses health.

Frayed: When the Amalgam reaches 50% health remaining, and for every 10% health lost thereafter, the Amalgam spawns an Unleashed Manifestation of Corruption.

Look Within: Players can interact with Purifying Light to Look Within. Doing so transports the player to their own realm where they face a personal challenge based on their role. Successfully completing the challenge will return the player to the normal realm with zero Corruption.

In Raid Finder Difficulty, players are automatically selected to Look Within. There are no Purifying Light objects to interact with.

Test of Serenity: Players of the DPS role face the Test of Serenity. To complete this challenge, players must defeat the elements of corruption present. Whenever one of these elements of corruption is defeated, it will be unleashed into the normal realm.Failure to complete the challenge will unleash all remaining elements of corruption to the normal realm at once.

Manifestation of Corruption: These sha creatures repeatedly cast Tear Reality, which inflict Shadow damage to all enemies in a cone in front of the caster.

Essence of Corruption: These lesser sha creatures repeatedly cast Expel Corruption, which fires a ball of corrupted energies in a straight line, dealing 80000 Shadow damage to anyone it strikes.

Test of Reliance: Players of the Healer role face the Test of Reliance. To complete this challenge, players must defeat a Greater Corruption. Healers are aided by several allies while Looking Within.Failure to complete the challenge will unleash a Manifestation of Corruption to the normal realm. Success returns the player to the normal realm cleansed of all Corruption.

Test of Confidence: Players of the Tank role face the Test of Confidence. To complete this challenge, the tank must survive for 1 min against a Titanic Corruption.Success returns the player to the normal realm with zero corruption.

Residual Corruption: When an Unleashed Manifestation of Corruption dies it leaves behind a small amount of corruption that will periodically inflict 72000 Shadow damage to all players in the Quarantine Zone until it is picked up. Players are unable to pick up the Residual Corruption unless they have removed sufficient corruption of their own first.

Expel Corruption: A ball of corrupted energy travels outward from the caster, inflicting 78000 to 82000 Shadow damage to the first enemy in its path. Every Expelled Corruption that reaches the Amalgam of Corruption will increase the damage the Amalgam inflicts by 8% for 15 sec.

Sha of Pride

The seventh sha, the Sha of Pride, was the final burden to which Emperor Shaohao clung, shrouding the land in mist and biding its time for millennia. When Garrosh awakened the Heart of Y'Shaarj, the force of his arrogance caused this dark energy to coalesce in the chamber where the Heart was unearthed.

Pride:Players start the encounter with 0 points of Pride. Whenever hit by an ability from the Sha of Pride or one of its minions, players gain 5 Pride.As a player's Pride increases to 25, 50, 75 and 100, Swelling Pride will inflict additional effects on that player.

Gift of the Titans: Norushen periodically grants players immunity to Pride for 20 sec. In addition, if all players with Gift of the Titans stand within 8 yards of each other, they gain Power of the Titans.

Power of the Titans: If all players with Gift of the Titans stand within 8 yards of each other, they gain Power of the Titans for 15 sec.Power of the Titans increases haste and all damage and healing done by 15%.

Swelling Pride: When the Sha of Pride reaches 100 energy, it releases a wave of dark energy, inflicting 280000 Shadow damage to all players, giving them 5 Pride.In addition, Swelling Pride will trigger a secondary effect on any player with 25 or more Pride.

Bursting Pride: When Swelling Pride hits a player that has 25 to 49 Pride, it creates a mass of Sha corruption at their location. After 3 seconds, the corruption explodes, inflicting 240000 Shadow damage to all players within 5 yards.Any player damaged by this explosion gains 5 Pride.

Projection: When Swelling Pride hits a player that has 50 to 74 Pride, a projection forms 15 yards from their current location. Projections explode after 6 seconds, inflicting 180000 Shadow damage to all players, unless the projection's creator is standing within it.Any player damaged by a projection's explosion gains 5 Pride.

Aura of Pride: When Swelling Pride hits a player that has 75 to 99 Pride, it afflicts them with Aura of Pride for 25 sec. This effect causes the player to inflict 200000 Shadow damage to allies within 5 yards every 1 sec.Any player damaged by Aura of Pride gains 5 Pride.

Overcome: When players reach 100 Pride, they are overcome, increasing their damage and healing done by 50%.Players hit by Swelling Pride while Overcome are permanently mind controlled and have their health increased by 100%.

Mark of Arrogance: The Sha of Pride marks 2 players, inflicting 56000 Shadow damage every 1 sec, for the remainder of the encounter. This effect stacks.This effect is only removed by single target dispels and gives the dispeller 5 Pride when removed.

In 25-player mode, the Sha of Pride marks 5 players.

Wounded Pride: The Sha of Pride wounds his current target for 15 sec. Wounded players gain 5 Pride whenever they suffer melee damage from the Sha of Pride.

Last Word: When a Manifestation of Pride dies, it gives 5 Pride to the 2 closest players.

Self-Reflection: The Sha of Pride causes up to 5 players to reflect on their actions, creating a Reflection of Pride at their location. With each tick of Self-Reflection, the Sha focuses on players with higher levels of Pride, only targeting those with 25, 50, and then 75 Pride.

Reflection: Reflections explode out of the ground at a player's location after 2 sec, inflicting 200000 Shadow damage to all players within 2 yards.Any player damaged by this explosion gains 5 Pride.

Corrupted Prison: The Sha of Pride activates 2 titan prisons, trapping a player inside each. As the prison activates, it releases a burst of Sha energy that inflicts 200000 Shadow damage to all players within 0 yards, knocking them back and giving them 5 Pride.Imprisoned players are stunned, suffer 64000 Shadow damage, and gain 5 Pride every second while they remain imprisoned. Players remain stunned until all titan locks surrounding the prison have been activated. Titan locks are activated by having a player stand within the lock's rune and remaining there until the prison is deactivated.

In 25-player mode, the Sha of Pride activates 4 prisons.

Banishment: The Sha of Pride banishes a random player to the corrupted Sha Realm. Banished players leave behind a physical form of their pride and remain banished until it is destroyed.Players within the Sha realm move 50% faster and are compelled to continually run forward, unable to stop. Additionally, coming into contact with corruption within the Sha realm inflicts 350000 Shadow damage every second.Any player damaged by the Sha realm gains 5 Pride.

In 25-player mode, the Sha of Pride banishes 3 players with each cast.

Orb of Light: Orbs of Light form within the corrupted Sha realm that heal players for 50% of the maximum health and weaken their corrupt image left behind in the corporeal world. Each orb increases the physical form's damage taken by 50%. This effect stacks.

Ethereal Corruption: Ethereal Corruption lurks within the corrupted Sha realm, instantly killing any player it comes into contact with.

Unstable Corruption: The Sha's energy tears open Rifts of Corruption every 3 sec. Each rift launches a bolt of corruption at a random player's location every 5 sec. Player's struck by the bolts suffer 350000 Shadow damage and gain 5 Pride.Players can close the rifts, causing them to explode, inflicting 250000 Shadow damage to all players within 8 yards.Closing a rift afflicts players with Weakened Resolve, preventing them from closing another rift for 1 min.

Reaching Attack: The Sha of Pride strikes at a distant target, inflicting 50% of weapon damage as Shadow and increasing Shadow damage taken by 25% for 8 sec. The Sha uses this ability when no targets are in melee range.

Unleashed: When the Sha of Pride reaches 30% health remaining it becomes unleashed. With its unleashed power, the Sha focuses on Norushen, instantly killing him.The remaining power of the unleashed Sha inflicts 196000 Shadow damage every 10 seconds for the remainder of the encounter. Players gain 5 Pride each time they are damaged by Unleashed.

Final Gift: As Norushen dies, he purifies all players, reducing their Pride to zero.

Gates of Retribution

Galakras

Warlord Zaela formed a close bond with Garrosh during events in the Twilight Highlands, and she and her Dragonmaw orcs have pledged loyalty to Garrosh's cause. Riding atop the fearsome Galakras, a direct descendant of the cataclysmic progenitor of all dragonkind, Zaela oversees the naval defense of Orgrimmar.

Poison Cloud: Korgra shatters a vial of poison, causing a smoky poison cloud to coalesce at her feet. This poison cloud inflicts 73125 to 76875 Nature damage every 1 second to players standing within.

Curse of Venom: When her health falls low, Korgra's Curse of Venom takes effect. She will take the form of a snake, casting a deadly poison bolt volley until she is defeated.

Dragonmaw Ebon Stalker: Upon Korgra's command, these stealthed units will emerge from the shadows behind a random target, stabbing wildly. Any victims standing within range of the blows will suffer critical Physical damage.

Foot Soldiers:

Dragonmaw Bonecrusher: These deadly warriors will charge to a random target, stunning them. While stunned, they will perform a barrage of deadly attacks to the victim.

Dragonmaw Flameslinger: These deadly archers shoot fire-tipped arrows at random players. The effect inflicts Fire damage on impact, and then burns the ground and any players standing within.

Dragonmaw Waraxe: These basic foot soldiers pummel targets with their axe, interrupting spellcast. They will also charge to random players.

Dragonmaw Tidal Shaman: The Dragonmaw Tidal shaman will cast healing spells on their allies, and summon violent Tidal waves to damage their enemies.

Dragonmaw Wind Reaver: On the wings of their proto-drakes, Dragonmaw Wind Reavers hurl axes at random players, inflicting Physical damage. They will also net random players, rooting them in place.

Phase 2: Galakras, The Last of His Progeny:

Flames of Galakrond: Galakras spews the raw Flames of Galakrond at a random player. Each player through which it passes will suffer 50000 Fire damage every 1 second. However, each player it passes through will decrease the severity of the flames, reducing the damage it deals to subsequent players.When the ball of flame reaches its final destination it will erupt, inflicting 97500 to 102500 Fire damage to all players. This damage is also reduced in severity for each player that diminishes the Flame.

Iron Juggernaut

This mechanical terror, designed nearly as much for intimidation as destruction, is the centerpiece of Garrosh's siege weaponry. Crafted in the image of the mighty Kor'kron war scorpion, the Iron Juggernaut guards the gates of Orgrimmar, crushing any who would rise up to challenge Garrosh's True Horde.

Borer Drill: The Iron Juggernaut bores its drill arm into the ground, causing the earth to crack and shatter. This effect ripples out into many directions, inflicting 58500 to 61500 Physical damage to those caught within its effect.

Laser Burn: The Iron Juggernaut's tail cannon now focuses briefly on random players.Inflicts 134062 to 140937 Fire damage to random players, and sears their flesh for an additional 73125 to 76875 Fire damage every 2 seconds.

Mortar Cannon: The Iron Juggernaut's top cannon launches shrapnel and explosives at a random player, inflicting 195000 to 205000 Fire damage to enemies within 8 yards of the blast.

Crawler Mines: The Iron Juggernaut releases several Crawler Mines that scurry in the direction of random players, burying themselves partially into the ground. Once they burrow, they begin a detonation sequence. At the end of the sequence, they will detonate for 234000 to 246000 Physical damage to all players.A particularly brave player may stomp a burrowed Mine into the ground, stifling the explosion but causing a localized detonation at their feet. This explosion inflicts 975000 to 1025000 Physical damage and knocks the player high into the air.

Ricochet: The Iron Juggernaut launches the sawblade from its arm, causing 341250 to 358750 Physical damage to players that come into contact with the blade as it whirls and ricochets between distant players.

Flame Vents: The Iron Juggernaut emits flame from its frontal vents, inflicting 234000 to 246000 Fire damage in a frontal cone. This effect applies Ignite Armor, which increases damage taken by Fire effects by 10% sears the target's flesh for for 32175 to 33825 damage every 1 second. This effect stacks.

Breaking the Defense: Siege Mode:The Iron Juggernaut plants itself in its current position, boring deep into the ground. It will no longer focus on a single target.

During Siege mode, the Iron Juggernaut releases crawler mines at an increased rate..

Seismic Activity: The Iron Juggernaut's drills deep into the earth, causing a violent earthquake. This earthquake inflicts 31200 to 32800 Nature damage every 1 second to all players. The seismic activity causes intermittent Shock Pulses.

Demolisher Cannons: The shoulder-mounted turrets of the Iron Juggernaut fire high into the sky over random players, inflicting 117000 to 123000 Fire damage to players within 6 yards of each blast.

Cutter Laser: The Iron Juggernaut's tail cannon now traces the ground as it chases each target.The laser inflicts 136500 to 143500 Fire damage every 1 sec to players with which it comes into contact.

Explosive Tar: The Iron Juggernaut spews tar in all directions. Standing in tar deals 15600 to 16400 Nature damage every 1 second and reduces movement speed by 30%.If a tar puddle comes into contact with the flames of the cutter laser, the puddle will explode, inflicting 156000 to 164000 Fire damage to all players.

Mortar Barrage: The Iron Juggernaut's top cannon rapidly fires numerous Mortar Blasts towards one of the Iron Juggernaut's sides, dealing 273000 to 287000 Fire damage to players within 8 yards of each blast.

Kor'kron Dark Shaman

Haromm and Kardris trained thousands of shaman to whisper reverently to the elements to requisition their aid. The army of Garrosh, however, does not ask - they take what they desire in the name of the True Horde. Dark Shamanism forces the elements into servitude, twisting them into burned-out ash, corrupted waters, and toxic air.

Froststorm Strike: Strikes a player with frost-lined weapons, inflicting 325000 Frost damage and causing the player to take 25% additional damage from Froststorm Strike for 30 sec. This effect stacks.

Toxic Mist: Injects several players with a toxic mist, inflicting 50000 Nature damage every 3 sec. for 30 sec and causing growing Toxicity. Due to the internal nature of the corruption, Toxic Mist pierces all immunities. This ability is granted by Poisonmist Totem.

Toxic Storm: Summons a powerful toxic storm that inflicts 300000 Nature damage to players within 9 yards every 2 sec. and periodically creates Toxic Tornadoes. The storm will move around and lasts for 1 min. This ability is granted by Poisonmist Totem.

Falling Ash: Summons a core of smouldering ash that will fall over 30 sec. Inflicts 999999 Fire damage to players within 17 yards and 160000 Fire damage to all players on impact. This ability is granted by Ashflare Totem.

Iron Prison: Encases the player in a prison of iron that slowly asphyxiates them, inflicting 100% of maximum health as Physical damage after 1 min. This ability is granted by Rusted Iron Totem.

General Nazgrim

Once a grunt in service of the former warchief, Thrall, General Nazgrim rose quickly through the ranks after overwhelming victories in Grizzly Hills and the sunken city of Vashj'ir. Fiercely loyal to the Horde and bound by a rigorous code of honor and duty, Nazgrim will hold the line for his warchief until his dying breath.

Berserker Stance: A wild stance that increases damage dealt by 25%, damage taken by 25%, and Rage generated by 100%.

Defensive Stance: A defensive stance that reduces damage taken by 10% and grants 2 Rage when struck. Rage gain cannot occur more than once every one second.Attacks by players affected by Sundering Blow do not cause Nazgrim to generate Rage.

Rage:Several of General Nazgrim's abilities require Rage to use. General Nazgrim will gain Rage from various abilities used during the battle.General Nazgrim prefers to use the ability with the highest Rage cost.

Heroic Shockwave: Leaps at a player, inflicts 400000 Physical damage within 10 yards of the impact location and causing three Aftershocks.Costs 30 Rage.

Aftershock: The ground cracks between General Nazgrim's impact location and the location a player target. After several seconds, the cracks will erupt, inflicting 400000 Fire damage to players within the Aftershock and granting General Nazgrim 3 Rage for each player struck.

War Song: Unleash a hellish scream, inflicting 65% of maximum health as Physical damage to all players.Costs 70 Rage.

Ravager: Throw a whirling blade that will last for the duration of the battle. The Ravager inflicts 370000 to 430000 Physical damage to enemies within 6 yards every 1 sec, granting General Nazgrim 5 Rage for each enemy struck.Costs 100 Rage.

Cooling Off: After using an ability that costs Rage, General Nazgrim must cool off for 15 sec. During this time, General Nazgrim cannot use abilities that cost Rage.

Kor'kron Forces:General Nazgrim will call for the aid of his forces during the battle.At 10% health, General Nazgrim will call in an additional wave of forces.

Orgrimmar Faithful: General Nazgrim begins the battle with a contingent of loyalist Orgrimmar grunts.

Multi-Shot: Fire a volley of arrows, inflicting 400000 Physical damage to enemies within a 40-yard cone.

The Underhold

Malkorok

Malkorok has been Garrosh's most loyal and trusted lieutenant throughout the Pandaria campaign. When the Warchief needed a volunteer to infuse with the power of Y'Shaarj, it was only natural that Malkorok would offer without hesitation.

Ancient Miasma: An Ancient Miasma fills the room, absorbing all healing received but creating an Ancient Barrier that absorbs damage equal to the amount of healing absorbed, up to a cap of 100% of maximum health. In addition, the Miasma inflicts 24000 Shadow damage every 2 sec.

Ancient Barrier: Whenever Ancient Miasma absorbs healing it creates an Ancient Barrier on the player, absorbing damage equal to the amount of healing absorbed. The damage absorbed from Ancient Barrier cannot be greater than 100% of the player's maximum health.This effect is able to absorb damage taken from falling.

Essence of Y'Shaarj: The Ancient Miasma forms 2 orbs of corruption every 3 seconds that persist for the remaininder of the fight. If a player comes into contact with an orb, it is consumed, removing Ancient Barrier and inflicting 150000 Shadow damage to them.

In 25-player mode, 5 orbs of corruption are created every 3 sec.

Endless Rage: Malkorok gains Rage over time whenever he is not in a Blood Rage.When Malkorok reaches 100 Rage, he absorbs the Ancient Miasma and enters a Blood Rage.

Blood Rage: When Malkorok reaches 100 Rage, he enters a Blood Rage, causing each melee attack to inflict 1800000 Physical damage, split among all enemies hit. Blood Rage causes Malkorok to lose 5 Rage every second and ends when he no longer has any Rage.When Blood Rage expires, Malkorok expels the Ancient Miasma from his body.

Displaced Energy: While in a Blood Rage, energy arcs off of Malkorok's body, afflicting players with Displaced Energy. This effect inflicts 200000 Shadow damage every 3 sec for 9 sec. When Displaced Energy expires, the energy explodes outward, inflicting 360000 Shadow damage to all allies within 8 yards who are not afflicted with Displaced Energy.

Arcing Smash: Malkorok faces a random player and unleashes a devastating overhead attack, inflicting 480000 Physical damage to all players within a 0 yard cone in front of him.

Seismic Slam: Malkorok slams the ground, inflicting 400000 Physical damage in a 5-yard radius around a random player, knocking all injured targets into the air.

Living Corruption: Seismic Slam causes Living Corruption to ooze out of the ground and attack players.

Languish: Living Corruption weakens all players within 8 yards of them, reducing movement speed and spell casting speed by 75%.

Breath of Y'Shaarj: Malkorok channels the power of Y'Shaarj, causing the areas recently hit by Arcing Smash to explode, inflicting 960000 Shadow damage.

Imploding Energy: Malkorok's corruption opens 3 tears of dark energy that inflict 360000 Shadow damage to all players within 5 yards after 4 sec.If the implosion of energy does not hit a player, it instead inflicts 405000 Shadow damage to all players.

Eradicate: Malkorok kills all players if he is not defeated within 12 minutes.

Spoils of Pandaria

When Garrosh gazed across Pandaria, he saw untapped power. During the course of his campaign, Garrosh has plundered weapons, treasures, and artifacts of the pandaren, the mogu, and the mantid. They are kept in a warehouse deep within his underground base, guarded by a mysterious security system that appears to be of Titan origins.

Overview:Players must do battle with animated creatures, objects, and spirits in each quadrant of the warehouse before the defense system fully powers up. Defeating these enemies releases trapped Titan Energy to power four manual override levers to deactivate the defense system. Players initially have access to two of the four quadrants of the room, and gain access to additional quadrants by using the manual override levers.Opening crates throughout the room reveals the entities inside, but opening too many crates at the same time may overwhelm the raid.

Massive Crate of Goods:These massive crates of goods carry monstrous war-torn creatures. A large amount of Titan Energy powers them, but it may take considerable effort to defeat them.

Mogu Crate:

Shao-Tien Elder Council:

Return to Stone: Drains some of the life essence from players, knocking them back and inflicting 58500 to 61500 Shadow damage and forming a stone statue from that essence.These statues frequently strike the ground, inflicting 160875 to 169125 Physical damage and stunning targets in a frontal cone for 2 sec.These statues remain until killed.

Jade Tempest: Combines the immense power of Jade Flame with the destructive force of Thunder, inflicting 120000 Firestorm damage to all nearby players.

Kun-Da:

Fracture: Smashes the ground with his mighty blade. This strike is so powerful that it inflicts 120000 Nature damage to all nearby players.

Mantid Crate:

Mantid Commanders:

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 160000 Fire damage per remaning stack to all players within 9 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, inflicting 160000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec.The explosion from any of these bombs can chain to nearby ground bombs.

Matter Scramble: Highlights several locations on the ground which will scramble the locations of players standing inside them. If the Golem attempts to scramble a location with no players, the fabric of space tears, inflicting 234000 to 246000 Fire damage to players within 30 yards.

Crimson Reconstitution: Creates voids of magic around nearby units for 45 sec. Any enemies which remain in the void are healed for 15% of their maximum health every second.

Mogu Shadow Ritualist: The soul of a powerful Shao-Tien Archritualist emerges to defend his phylactery. Any damage inflicted to the Archritualist is copied to the phylactery, and defeating either defeats this enemy.

Torment: Torments a target with the pain wrought from a thousand years of isolation, inflicting rapidly increasing Shadow damage every second until dispelled.Each time Torment is dispelled, it jumps to a nearby target and resets in damage. Torment is removed when once the Mogu Shadow Ritualist is defeated.

Mogu Rune of Power: Etches a rune of power on the ground under nearby units for 45 sec. Any targets which remain on the rune gain increased melee, ranged, and spell haste by 150%.

Forbidden Magic: Inflicts 104000 Arcane damage every second while channeling.

Spark of Life: Creates a Spark of Life, which periodically pulses an electrically charged cloud, inflicting 195000 to 205000 Nature damage to enemies within 4 yards.Defeating the Spark of Life invokes a Nova, immediately inflicting 118800 to 121200 Nature damage to enemies within 8 yards.

Gusting Charge: Charges a distant target, inflicting 156000 to 164000 Nautre damage to enemies within 5 yards of that target and leaves behind a trail of wind, inflicting 120000 Nature damage every second for 45 sec.

Encapsulated Pheromones: Periodically expels a trail of Encapsulated Pheromones in the direction of nearby foes, inflicting 80000 Fire damage every second to enemies standing in the Encapsulated Pheromone pool.

Enrage: Periodically enrages, increasing damage dealt by 225% but decreasing movement speed. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by 30% for 2 min. This effect stacks.

Crate of Pandaren Relics: These small crates of goods carry rare artifacts of Pandaren origin. Titan Energy does not fuel their animation, instead they are guarded by powerful Pandaren spirits.

Keg Toss: Hurls a keg at a distant target, inflicting 114000 to 126000 Nature damage to enemies within 5 yards and slowing targets hit by 50% for 15 sec.

Breath of Fire: Bellows out a channel of fire for 6 sec, inflicting 190000 to 210000 Fire damage. If the target is afflicted with Keg Toss, they are additionally disoriented and take 39800 to 40200 Fire damage every second for 6 sec.

Blade of the Hundred Steps: Imbues all players of the tank role in the current quadrant of this warehouse with a boon.Attacks have a chance to call down a bolt of lightning, inflicting 260000 Nature damage to enemies within 4 yards and stun them for 2 sec. This effect bypasses a creature's immunity to stuns and has a 15-second cooldown.

Eminence: When the Monk deals damage, she will heal equal to 165% of the damage dealt.

Gusting Crane Kick: The Wise Mistweaver Spirit spins rapidly in a circle, drawing in players within 40 yards and inflicting 93600 to 98400 Physical damage to targets within 10 yards every second for 4 sec.

Staff of Resonating Water: Imbues all players of the healer role in the current quadrant of this warehouse with a boon.Heals have a chance to create a wave of force that contains 120000 healing energy which travels forward 40 yards. Any friendly targets in the wave's path consume healing energy based on their missing health. This effect has an 8-second cooldown.The wave also damages enemies for 224250 to 235750 Nature damage.After 2 sec or once all healing energy has been consumed, the wave dissipates.

Path of Blossoms: Charges a distant target, leaving behind a trail of fiery blossoms which on contact, inflict 117000 to 123000 Fire damage to enemies within 3 yards. These blossoms linger for 30 sec.Casts Mass Paralysis upon reaching the distant target's location, stunning any remaining targets within 3 yards for 6 sec.

Claw of Burning Anger: Imbues all players of the damage dealer role in the current quadrant of this warehouse with a boon.Attacks have a chance to damage a target for 135850 to 150150 Fire damage. This effect has a 5-second cooldown.

Unstable Spark: In a last ditch effort, any being animated by the Unstable Titan Energy transforms into a raw Unstable Spark, leaps to a distant quadrant and attempts to go Supernova. Successfully casting Supernova inflicts 346500 to 353500 Nature damage to all nearby enemies.

Lift Hook: Players may use crate lifting hooks to travel from the warehouse subfloor to the main platform throughout the fight.

Thok the Bloodthirsty

When the Isle of Giants was discovered off the coast of Pandaria, teeming with primal devilsaurs, Garrosh sent men to capture some of the most fearsome specimens, hoping to subjugate them and use them as beasts of war. Countless orcish beastmasters have fallen to Thok's jaws as they struggle to tame him, yet the creature's thirst for blood remains unslaked.

Fearsome Roar: Thok's bellowing roar inflicts 214500 to 225500 Physical damage in a frontal cone. The roar incites terror in players' hearts, causing them to take 50% more damage per stack.

Deafening Screech: Upon reaching full energy, Thok lets loose a shrill cry, inflicting 234000 to 246000 Physical damage to all enemies and interrupting spellcasts. Every time Thok Screeches, the rate of his energy regeneration is increased.

Bloodied: When players fall beneath 50% health, Thok the Bloodthirsty can smell their blood. If 5 or more players who are Bloodied are within 10 yards of one another, the scent of blood becomes overwhelming and Thok enters a frenzy for blood.

Bloodied: When players fall beneath 50% health, Thok the Bloodthirsty can smell their blood. If 15 or more players who are Bloodied are within 10 yards of one another, the scent of blood becomes overwhelming and Thok enters a frenzy for blood.

Stage 2: Frenzy for Blood!:The excessive scent of blood sends Thok into a frenzy for blood!

Blood Frenzy: Thok roars in hunger, knocking away front enemies and going into a frenzy for blood. Any enemies who are caught within reach of Thok's terrible maw are devoured instantly. Thok gradually gains speed during Blood Frenzy. He is also immune to taunt during Blood Frenzy.

Fixate: Thok becomes unable to be tanked, and will fixate on random distant players.

Kor'kron Jailer: Thok's mighty roar when he enters a Blood Frenzy attracts the attention of a nearby jailer. Upon defeating him, you may obtain a prison key that can unlock one of the nearby cells containing Garrosh's prisoners.

Prisoners of War:Garrosh has taken prisoners during his Pandaria campaign, and they remain trapped in cages alongside the beasts, hoping for freedom.

Akolik: Akolik and a band of his Skumblade have been taken captive by Garrosh. Upon being freed, he will invoke the holy order of Kros to subdue a nearby dinosaur.It has... unpredictable results.

An Infusion of Acid: Once Akolik draws Thok's attention, the mighty dinosaur will devour him and absorb the acidic powers of the saurok. This will end Thok's Blood Frenzy.

Corrosive Blood: A corrosive poison seeps from every one of Thok's pores. This toxin hits random players, inflicting 53625 to 56375 Nature damage initially, and then 16000 Nature damage every 2 sec for 30 sec.

Waterspeaker Gorai: Waterspeaker Gorai and some denizens of Inkgill Mere have been taken captive by Garrosh. When freed, Waterspeaker Gorai will command his units to aid you, and he will heal the wounds of random players.

An Infusion of Frost: Once Gorai draws Thok's attention, the mighty dinosaur will devour him and absorb the watery powers of the jinyu. This will end Thok's Blood Frenzy.

Freezing Breath: Thok's Fearsome Roar is replaced by Freezing Breath. Freezing Breath inflicts 214500 to 225500 Frost damage in a frontal cone and coats players in frost. After 5 stacks, the target will be frozen in a tomb of ice.

Icy Blood: Thok's skin freezes and cracks, spurting plumes of ice from within. Icy Blood inflicts 93600 to 98400 Frost damage to random enemies and coats enemies in ice for 15 sec. This ice inflicts 85800 to 90200 damage every 2 seconds. Upon reaching 5 stacks of the debuff, a player becomes frozen in a tomb of ice.

Warmaster Montak: Warmaster Montak and his firesworn have been taken captive by Garrosh. When freed, nearby units will have their weapons set ablaze, giving them a chance to cause additional Fire damage on successful attacks.

An Infusion of Flame: Once Montak draws Thok's attention, the mighty dinosaur will devour him and absorb the fiery powers of the yaungol. This will end Thok's Blood Frenzy.

Burning Blood: Thok's skin becomes coated in a sheen of incendiary oil, inflicting 62400 to 65600 Fire damage to random enemies and leaving a puddle of flame beneath their feet.

Downfall

Siegecrafter Blackfuse

Helix Blackfuse was the only goblin with the combination of engineering prowess, professionalism, and ruthlessness to satisfy Garrosh in his search for the engineer of the True Horde. His love for his creations (and for the gold they fetch) blinds him to the fate that his fellow goblins are likely to face should Garrosh's plans come to fruition.

Automatic Repair Beam: Siegecrafter Blackfuse's suit is fitted with an Automatic Repair Beam, which will detect any damaged Automated Shredders within 35 yards, and heal them for 3% of their maximum health every 3 sec.

Overcharge: When activated weapons arrive on the assembly line, Siegecrafter Blackfuse will Overcharge one of them, increasing its power and effectiveness.

Energized Defensive Matrix: If three weapons make it through the Assembly Line and into Blackfuse's assembly machine, the machine will become overcharged and use the excess energy to power the defensive systems on Blackfuse's suit, granting him 90% reduced damage for 20 sec.

Reactive Armor: Automated Shredders have been retrofitted with Reactive Armor, reducing damage taken by 90%.Automated Shredders can also be damaged by Serrated Slash, Shockwave Missile, Detonate! and Superheated.

Death from Above: The Automated Shredder propels itself into the air and then slams back into the ground, dealing 693750 to 806250 damage to players within 15 yards of the point of impact.After landing, the Shredder is stunned and takes 200% additional damage for 5 sec.

Overload: The Automated Shredder will periodically cast Overload, dealing 50000 damage to raid members not currently on the conveyor belt, and increasing its damage dealt by 30%.

The Assembly Line:Periodically, Siegecrafter Blackfuse will initiate fabrication of a set of weapons on the assembly line in his workshop.Disassembled weapons are brought in via conveyor belts along the northwest side of his room. They then pass through an assembly machine on the northeast wall of his room. Finally, they emerge completed on conveyor belts along the southeast wall of his room, where they attack players.Players can use Transport Pipes to reach the conveyor belt along the northwest side of his room, where they can attack and destroy the disassembled weapons. After players destroy a weapon, the remaining weapons become shielded and cannot be damaged.

Transport Pipes: Transport Pipes line the western edge of Siegecrafter Blackfuse's workshop. Players can jump into these pipes to reach the conveyor belt along the northwest side of the workshop.

Pattern Recognition: After using the transport pipes to reach the conveyor belt, the assembly line recognizes a player's biological signature and will reject further attempts to use them for 1 min.

Matter Purification Beam: Matter Purification Beams line the platform, inflicting 250000 Fire damage to any players that come into contact with them.

Shockwave Missile Turret:

Shockwave Missile: The Shockwave Missile turret launches a drill-tipped Shockwave Missile into the ground, sending a barrage of drills that ripple out from the impact location and create rings of seismic energy.Each ring of seismic energy inflicts 166500 to 193500 Nature damage to all players caught within it.

Overcharged Missile Turret: When Overcharged, the Shockwave Missile Turret will fire Shockwave Missiles which persist and continuously barrage the platform with drills and seismic energy until destroyed by players.

Laser Turret:

Superheated: The ground hit by a Laser Turret's beam burns any players or Automated Shredders who step on it, inflicting 20000 Fire damage each second for 7 sec.This effect stacks every second that a player or Automated Shredded remains on superheated ground, and can stack up to 20 times.

Magnetic Crush: When activated, the electromagnet will begin to magnetically crush all players on the platform, inflicting 16500 Physical damage each second and pulling them towards the electromagnet.The force of the electromagnet will also pull all sawblades on the platform towards it and off the platform, causing them to damage any players or Automated Shredders in the path of the blades.

Overcharged Electromagnet: When Overcharged, the Electromagnet will periodically reverse polarities, pushing both players and sawblades in and out from the magnet.

Crawler Mine: Assembled Crawler Mines leap down from the conveyor belt, fixating on a random player.

Detonate!: When a Crawler Mine reaches its target it will self-destruct, inflicting 129500 to 150500 Fire damage to players within 300 yards and knocking them into the air.

Break-in Period: Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

Ready to Go!: After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases.

Overcharged Crawler Mines: When Overcharged, Crawler Mines activate a construction matrix within their machinery. This construction matrix enables them to create two new Crawler Mines when they are destroyed.

Paragons of the Klaxxi

The nine surviving Klaxxi'va Paragons are ancient champions of the mantid who fought alongside the Wakener against the madness of Empress Shek'zeer. But the paragons, as do all mantid, hold a far deeper loyalty. When Garrosh unearthed the heart of Y'Shaarj, the paragons followed the whispers of their ancient creator to the iron halls beneath Orgrimmar.

Overview:Three Klaxxi Paragons join the fight at the beginning of the encounter. You will only face three Klaxxi Paragons at any time. The order in which Klaxxi Paragons will join the fight changes each week; but remains the same for the duration of the raid week.Any time a Klaxxi Paragon is defeated, any other active Paragons will heal to full and gain Paragon's Purpose. Defeating a Klaxxi Paragon causes the next Klaxxi Paragon to join the fight.You can tell which Klaxxi Paragons will join the fight next by looking for which ones are Ready to Fight.Defeated Klaxxi Paragons can be interacted with, one time, to steal that Paragon's abilities.

Paragon's Purpose: Whenever a Klaxxi Paragon is defeated, all other active Klaxxi Paragons heal to full and gain a 10% damage bonus.

Ready to Fight: Klaxxi Paragons with this aura on them will be the next to join the fight. Before the fight begins, three Klaxxi Paragons will have this aura. When the encounter begins all three of these Paragons join the encounter and one other Paragon will gain this aura to indicate that they will join the fight next.Everytime a new Klaxxi Paragon joins the fight, one of the inactive Klaxxi Paragons will gain this aura.

Power of the Paragons: After a Paragon has been defeated, one player may take the fallen Paragon's powers to use as their own. Only one player can take any one Paragon's power, and a player may only take a Paragon's power once during the encounter.Each Paragon's powers can only be acquired by particular class roles.

Exposed Veins: Kil'ruk the Windreaver's sharp blades expose the blood vessels of his victims, making them more susceptible to the attacks of Xaril the Poisoned Mind.All damage taken from Xaril the Poisoned Mind is increased 10% for each application of Exposed Veins

Gouge: Kil'ruk the Wind-Reaver incapacitates his current tank target. This attack is followed immediately by Mutilate.

Mutilate: Kil'ruk the Wind-Reaver lashes out with both of his weapons for a devastating attack.

Death from Above: Kil'ruk the Wind-Reaver leaps into the air over a random player and then crashes down. Kil'ruk inflicts Physical damage to all enemies within 5 yards upon landing.

Reave: Kil'ruk leaps to a random player and begins to spin in place. All players are drawn toward Kil'ruk and suffer Physical damage for 9 sec. The damage each player suffers during Reave is decreased as the player gets away from Kil'ruk.

Reave: Players of the damage dealer role may acquire this power. Activating this ability causes the caster to leap forward a fixed distance and inflict Physical damage to all enemies within 10 yards of the impact.

4 If a Hungry Kunchong with a Thick Shell is in the area of impact, the Thick Shell will be disabled.

Toxic Injection: When Xaril joins the encounter, he randomly injects all players with one of three different toxins: red, blue, or yellow.

Caustic Blood: Successful melee strikes from Xaril inject a caustic poison into the victim. The injection inflicts 75000 Nature damage per application to the target every second for 8 sec. If the injection is allowed to stack to 10, a Bloody Explosion occurs.Caustic Blood will fail to hit tanks who are using their Active Mitigation abilities.

Tenderizing Strikes: Xaril's dagger strikes tenderize the flesh of his victim. Any attacks received from Kil'ruk the Wind-Reaver will inflict 10% more damage for each application of Tenderizing Strikes.

Choose Catalyst: Xaril the Poisoned-Mind selects a catalyst at random and strikes all members of the raid with a toxin that matches the color of the catalyst. This catalyst causes all targets' toxins to react according to the type of toxin.

Catalytic Reaction: Red: When this toxin reacts to a red catalyst it explodes for 585000 to 615000 Fire damage to all players within 10 yards.

Catalytic Reaction: Blue: When this toxin reacts to a blue catalyst it explodes for 800000 Frost damage divided among all players within 10 yards.

In 10 Player Difficulty, the maximum number of targets that can split the damage is limited to 2.

In 25 Player Difficulty the maximum number of targets that can split the damage is limited to 3.

Catalytic Reaction: Yellow: When this toxin reacts to a yellow catalyst it creates a cloud of Noxious Vapors for 30 sec. Player caught in the cloud suffer 438750 to 461250 Nature damage per second.

Catalytic Reaction: Purple: When either a blue toxin or a red toxin react to this catalyst, a ring of Fire explodes outward. Players do not see or need to react to the ring that forms at their own feet; but must avoid those rings that are created by their allies.

Catalytic Reaction: Orange: When either a yellow or red toxin react to this catalyst the victim will be force to run forward, leaving a trail of Canned Heat in their wake for 40 sec. Players stepping into the area suffer 365625 to 384375 Fire damage every second they remain in the area.

Catalytic Reaction: Green: When either a blue or yellow toxin reacts to this catalyst a small cloud of Eerie Fog will form and wander about randomly. Players who enter the area suffer 109687 to 115312 Nature damage per second while they remain in the area. Continuing to stand in the area Chills victims to the Bone, increasing the damage received from the Eerie Fog by 50% for 20 sec.

Vast Apothecarial Knowledge: Players in the healer role may acquire this Paragon Power. When Apothecary: Knowledge is activated, all healing done for the next 10 sec will leave a Volatile Poultice on the target for an amount equal to the healing done. The next time the target is damaged, the Volatile Poultice releases the stored healing on the target.

Hungry Kunchongs: These Hungry Kunchongs are summoned by Kaz'tik the Manipulator. Whenever one dies Kaz'tik will summon another to take its place.

Feed: When Kaz'tik the Manipulator Mesmerizes a player, a Hungry kunchong is selected to feed on the victim. While the Kunchong Feeds the victim suffers 0 Physical damage and the Kunchong gains 7 Energy each second. If the Kunchong suffers 30% of its total health in damage from the time it began to Feed on the victim, the Feeding will stop and the victim will be freed of the Mesmerize.

Devour Whole: Hungry Kunchongs will instantly kill any player who gets too close. The process energizes the Hungry Kunchong to full.

Thick Shell: When not in the process of Feeding, Hungry Kunchongs are immune to all damage.The impact of the player ability, Angel of Death, gained from Kil'ruk after he has been defeated will disable a Hungry Kunchong's Thick Shell.

Molt: A Hungry Kunchong that reaches full energy will Molt. The process transforms the Hungry Kunchong into a Mature Kunchong.

Mature Kunchong: Mature Kunchongs will ignore normal attempts to control them and attack any players nearby with their newly acquired ability: Swipe.

Swipe: The Mature Kunchong swings both of its massive pincers, inflicting 675000 Physical damage to all targets in front of it.

Mesmerize: Kaz'tik selects a random member of the raid and forces them to walk toward one of his Hungry Kunchongs. If the victim is allowed to reach the Kunchong they will be Devoured Whole.

Sonic Projection: Kaz'tik selects a random member of the raid and fires a sonic wave in their direction. Player caught in the path of the wave suffer 346875 to 403125 Physical damage.

Master of Puppets: Players in the damage dealer role may acquire this power. When activated the player summons an Immature Kunchong to fight at their side for 40 sec.

Encase in Amber: If Korven the Prime or any other active Paragon is below 50% health remaining Korven will Encase them in Amber for 10 sec. If the amber is not defeated within 10 sec the target will be restored to full health.This ability cannot be used more than once every 30 seconds.

4 The explosion from the Hurl Amber ability acquired from Ka'roz after he has been defeated will destroy the amber summoned by this ability.

In Heroic Difficulties the Amber summoned by this ability is immune to all player abilities.

Shield Bash: Korven the Prime slams his shield into his primary tank target, knocking them down and stunning them for 6 sec. The victim is defenseless for the duration.Immediately after using Shield Bash, Korven the Prime unleashes a Vicious Assault.

Vicious Assault: Korven the Prime follows up his Shield Bash with 6 different strikes at all targets in front of him. The first strike causes the victim to suffer 300000 Physical damage every 3 seconds. Each successive strike inflicts greater and greater Physical damage.

Master of Amber: A player of the tank role can acquire this Paragon Power. When activated the caster Encases themself in Amber for 5 sec. While the amber holds the caster is immune to all damage.

Calculate: When Iyyokuk the Lucid enters the fight he perceives the general attributes of all players and notes the result of his calculations on each target.These calculations are noted with a shape, a color, and a number.Possible shapes are:- Mantid- Sword- Staff- Sonic Ring- AmberPossible colors are:- Red- Purple- Blue- Green- YellowPossible Numbers Range from 1 to 5

Diminish: Iyyokuk uses his command of the arcane to alter the victim's health by 34% of its current value. If the target is below 25% of their maximum health they will die instantly.

Insane Calculation: Fiery Edge: Iyyokuk peers through the veil of his previous calculations and selects an initial target, then all other targets based on the initial target's criteria to spawn lines of fire between them. All targets and any victims caught in the lines between them suffer Fire damage every second. The damage decreases as the endpoints of the line get further away from one another.

4 In Normal and Flexible Difficulties, Iyyokuk selects all targets that match either of two of the initial target's criteria.

In Heroic Difficulty, Iyyokuk selects all targets that match any of the initial target's three critera.

In Raid Finder Difficulty, Iyyokuk selects all targets that match one of the intial target's criteria.

In Heroic Difficulty, each target creates a line of fire between themselves and two other targets.

Ingenious: Players of the healer role can acquire this Paragon Power. When activated the caster heals the initial target. The heal is then copied to other members of the raid.

In Normal and Raid Finder Difficulties the heal is copied to anyone that shares the race or class of the initial target.

In Heroic Difficulty the heal is copied to all other raid members who share the class of the initial target.

Flash: Ka'roz charges around the raid toward random targets. All players caught in his path are afflicted by Whirling.

Whirling: Player caught in Ka'roz's path as he Flashes around spin around and suffer 375000 Physical damage per second. Any other players caught in the vicinity of a Whirling victim also suffer this damage.

Hurl Amber: Ka'roz will periodically jump up to one of the platforms located about the room and Hurl Amber down at his enemies. Wherever the amber lands a pool of Caustic Amber will form. Players that enter a pool of Caustic Amber will suffer 346875 to 403125 Nature damage every second they remain in the area.

4 In non-Heroic Difficulties, Ka'roz hurls three pieces of amber.

In Heroic Difficulty Ka'roz hurls four pieces of amber.

Strong Legs: Players of the damage dealer role can acquire this Paragon Power. When activated the player leaps to one of the platforms Ka'roz used to Hurl Amber from. If there is an amber at the platform the player leapt to they have the opportunity to throw the amber down to create an Amber Explosion for 300000 Nature damage to all enemies within 15 yards of the impact. If there is no amber at the platform or when the player successfully throws the amber they will jump back down automatically.

4 Hurled Amber will destroy the amber summoned by Korven to heal himself or his allies.

Hewn: The attacks of Skeer the Bloodseeker leave the victim more susceptible to the meddling of Rik'kal the Dissector's attacks. The victim suffers 10% more damage per application from Rik'kal the Dissector.

Bloodletting: Skeer swings his weapon in a mighty arc, inflicting 146 to 153 Physical damage to the target and causing blood creatures to spawn around the room.Each blood moves to a Paragon and will heal that Paragon based on the remaining health of the blood.

In 10 Player Normal Difficulty 2 bloods are summoned.

In 25 Player Normal Difficulty 3 bloods are summoned.

In 10 Player Heroic Difficulty 3 bloods are summoned.

In 25 Player Heroic Difficulty 4 bloods are summoned.

In Raid Finder Difficulty 1 blood is summoned.

4 In Flexible Difficulty 2-3 bloods are summoned.

Bloodthirsty: Players of the damage dealer role can acquire this Paragon Power. When activated all attacks over the next 10 sec have a chance to spawn blood orbs that persist for 30 sec. If any player walks through a blood orb they will heal for 10% of their maximum health.

Genetic Alteration: Rik'kal's meddling with his victim's genetic makeup leaves them more susceptible to the attacks of Skeer the Bloodseeker. Victims suffer an additional 10% damage from Skeer the Bloodseeker for each application of Genetic Alteration.

Injection: Rik'kal Injects his victim with a virus that inflicts 30000 Nature damage per second per application. When the virus expires, several Parasites will burst from the victim and attack players at random.Injection will not hit tanks that are actively trying to mitigate damage.

Amber Parasite: Amber Parasites are Genetically Modified and fixate on a random player when they spawn. The Amber Parasite Feeds on the fixated target.

Genetic Modifications: Rik'kal's Bioengineering abilities have given these parasites the ability to fully regenerate every 10 seconds.

Mutate: Amber Scorpion: Rik'kal tosses a vial at a random player, causing them to mutate into an Amber Scorpion. While transformed, the victim suffers 75000 Nature damage per second and only has access to the abilities of an Amber Scorpion.Damage inflicted as an Amber Scorpion is based on the player's Attack Power, Ranged Attack Power, or Spell Power, whichever is largest.

Claw: Amber Scorpions can lash out with one of their claws for 100% damage.

Swipe: The Amber Scorpion sweeps both of its claws in front of it, inflicting 150% damage to all targets in the area. Targets currently under the effects of Sting suffer double damage.

Sting: The Amber Scorpion Stings the target, causing it to suffer Nature damage every second.

Prey: Mutated Scorpions can instantly kill an Amber Parasite with this ability.

In Heroic Difficulties mutated victims must use this ability or perish from Faulty Mutation.

Faulty Mutation: In Heroic Difficulties, mutated victims suffer a Faulty Mutation. If the victim fails to Prey on an Amber Parasite before the Faulty Mutation expires they will perish.

Mad Scientist: Players of the damage dealer role can acquire this Paragon Power. When activated the caster mutates into a giant amber scorpion. Damage inflicted by the scorpion is based on the highest available attack or spell power of the caster. While mutated the caster suffers 0 Physical damage per second from the shock. The mutation lasts for 30 sec.

Multi-Shot: Hisek the Swarmkeeper fires a shot at several random players for Physical damage.

Rapid Fire: Hisek fires several volleys in rapid succession, with each successive volley moving slightly faster than the previous one. Players caught in the path of the volleys suffer 427500 to 472500 Physical damage each second they are in the volley.

Aim: Hisek the Swarmkeeper selects a player at random and stuns them for 5 sec. If the target is too close they will be knocked back until they are 45 yards from Hisek.After Hisek is finished aiming at the target he will Fire a beam of 4000000 Physical damage at all targets between him and the victim. Damage is shared between all targets equally and each target hit by the beam will create a field of Sonic Resonance at their location that inflicts 208125 to 241875 Physical damage to all targets within 0 yards of the victim.

Compound Eye: Players of the damage dealer role can acquire this Paragon Power. When activated, the player fires a shot at the target that inflicts greater Physical damage the further away the target is. Successfully hitting the target afflicts it with Marked for Death, increasing its damage taken by 15% for 10 sec.

Garrosh Hellscream

Garrosh, son of Grom, first laid eyes upon Azeroth when Thrall, who saw in him the potential for greatness, plucked him from the fields of Nagrand to spearhead the Horde's Northrend campaign. Garrosh too sees greatness as his destiny, and his actions have brought the armies of the world crashing down upon Orgrimmar for a final reckoning that Garrosh himself awaits with brutal relish.

Overview:At the beginning of the encounter Garrosh calls Kor'kron Warbringers and Far Seers to assault the players alongside him. Siege Engineers periodically join the battle and try to activate the Kor'kron Iron Stars on the sides of the room. Killing a Siege Engineer will prevent him from activating his Iron Star, but an active Iron Star will also crush any Kor'kron orcs in its path.When Garrosh reaches 10% health remaining, he will draw upon the power of Y'Shaarj to heal himself, gaining new abilities and no longer calling orc soldiers to his aid. During this phase, Garrosh will periodically pull all players into the Realm of Y'Shaarj, where they must battle their way through Sha minions to reach Garrosh and interrupt his efforts to draw more power from the heart. Every 25 energy Garrosh is allowed to gain will empower one of his abilities. Upon being reduced to 10% health a second time, Garrosh will fully drain the Heart of Y'Shaarj, granting him 100 energy and empowering all his abilities until he is defeated.

Stage One: The True Horde:Garrosh, wielding his new weapon with his True Horde and siege machines at his disposal, brings his might to bear upon any intruders. The True Horde join the battle more frequently as the fight progresses. This phase will continue until Garrosh reaches 10% health remaining.

Siege Engineer: The Siege Engineers enter from the side balcony and begin to power the Iron Star which will become active after 15 sec if the Siege Engineer is not killed.

Kor'kron Iron Star: After becoming activated by the Siege Engineers the Iron Star will roll across the room, slamming into the opposite wall.

Iron Star Impact: Inflicts massive damage to any players or Kor'kron that are caught in its path, knocking them back.

Exploding Iron Star: The impact of the Iron Star causes it to explode, inflicting 3412500 to 3587500 Fire damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the explosion.

Intermission: Realm of Y'Shaarj:Periodically the call of Y'Shaarj will transport Garrosh and the players into the Realm of Y'Shaarj for 1 min. Garrosh will Absorb Energy from the Heart of Y'Shaarj until players have defeated all Minions of Y'Shaarj inside the realm and interrupt Garrosh.

Y'Shaarj's Protection: Immune to damage. Defeating the Sha minions will dispel the protection. While under the protection of Y'Shaarj, Garrosh will absorb energy from the Heart.

Annihilate: After Absorb Power is interrupted Garrosh will cast Annihilate, inflictsing 341250 to 358750 Shadow damage to enemies within 0 yards in front of Garrosh and 682500 to 717500 Shadow damage to all enemies in the Realm of Y'Shaarj.

Embodied Fear: Found in the Terrace of Endless Spring. Once all Embodied Fear are defeated Y'Shaarj's Protection will fade from Garrosh.

Consumed Courage: Causes Courage to spawn nearby when the Embodied Fear is defeated. Courage reduces damage taken by 50%.

Embodied Doubt: Found in the Temple of the Jade Serpent. Once all Embodied Doubt are defeated Y'Shaarj's Protection will fade from Garrosh.

Consumed Faith: Causes Faith to spawn nearby when the Embodied Doubt is defeated. Faith reduces damage taken by 20%. Stacks.

Embodied Despair: Found in the Temple of the Red Crane. Once both Embodied Despair are defeated Y'Shaarj's Protection will fade from Garrosh.

Consumed Hope: Causes Hope to spawn nearby when the Embodied Despair is defeated. Hope reduces damage taken by 50%.

Stage Two: Power of Y'Shaarj:After absorbing the Power of Y'Shaarj, Garrosh will heal to full health as Y'Shaarj's blood grants Garrosh new powers.

Empowered Whirling Corruption: At 25 Energy the Empowered Whirling Corruption will periodically fire a missile at a player inflicting 195000 to 205000 Shadow damage to enemies within 8 yards and creates a Minion of Y'Shaarj at the location.

Minion of Y'Shaarj: A minion of Y'Shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'Shaarj to full health and increases damage dealt by 500%. Stacks.

Touch of Y'Shaarj: Garrosh will afflict players with Touch of Y'Shaarj. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.When Garrosh reaches 50 Energy, Touch of Y'Shaarj becomes Empowered.

Empowered Touch of Y'Shaarj: At 50 Energy, Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.

Stage Three: MY WORLD:Upon reaching 10% health a second time, Garrosh will absorb the remaining power of Y'Shaarj, gaining full energy, healing and empowering all of his abilities.

Empowered Whirling Corruption: Empowered Whirling Corruption will periodically fire a missile at a player, inflicting 195000 to 205000 Shadow damage to enemies within 8 yards and creating a Minion of Y'Shaarj at the location.

Minion of Y'Shaarj: A minion of Y'Shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'Shaarj to full health and increases damage dealt by 500%. Stacks.

Empowered Touch of Y'Shaarj: Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.

Empowered Desecrate: Garrosh hurls the Empowered Desecrated Weapon at a random enemy, inflicting 156000 to 164000 Shadow damage to enemies within 15 yards and creates an Empowered Desecrated Weapon at the location which gains Power of Y'Shaarj, causing it to become indestructible and regain health over time.

Explosive Despair: Inflicts Shadow damage equal to the value of Gripping Despair. Increases damage taken by Explosive Despair by 5% for each stack of Empowered Gripping Despair when it expired or was removed.

Comments

Comment by SodiumIon

on 2013-08-07T11:11:31-05:00

A sort by class/spec would be nice ...

Comment by ramccray

on 2013-08-07T13:19:46-05:00

this flexible raid rubbish is getting on my nerves we don't need it!what is the point? it's just more stuff that's had to be done and if you don't you feel like a failure, there should be one type of tier only! and two ways of achieving it, lfr or just a normal 10man, end off! that way no one feels left you because they don't belong to a good guild or like me ur realm is Dead! the other problem with all these types of raiding difficulties is we're never given time to even complete them before you know it it's 'oh next patch woo' NO! why do you think so many ppl are leaving? LK had it down to a T since then it's gone down hill. and why I'm on it I might as well as just do away with pvp gear and let there be one type of gear! the game would be so balanced and allow ppl to fight on skill and not because of there gear and the more time they have to waste then the average person with a life, oh and finally get rid of that senario crap, what a rubbish idea that was! soooo boring! there just dungeons you can't deny it there worse dungeons that are 10x as boring good job blizz...

So.... do you raid, or not? Not really understanding your post. "flexible raid rubbish...is just more stuff that had to be done as not to feel like a failure" not an exact quote, but... So if I don't do LFR, flexible, normal and Heroic I will be a failure? Maybe the concept of flexible raiding is escaping you. Flexible raiding is not something that "HAS" to be done. It is another way for guilds to raid without having to have a dedicated team, 10 or 25 man, to raid. If I can get 13 people together in my guild that want to raid I don't have to tell 3 of them they can't go, I do a flexible raid and we all get to go. It is a way for guilds, and players, to experience content that might otherwise not be available. (your thought process is so disjointed), but... to your point of "we're never given time to even complete them before you know it it's "oh next patch woo". I don't remember there being a timetable for raiding. My guild is casual, we progress at our rate, not patch rate. Are you a hardcore raider that you feel you need to complete all of this patch content before the next one comes? You might think about organizing your thoughts before posting so that you don't come across as just QQ'ing. Maybe if you had some valid points in your rant someone might take you seriously. But to just rant for the sake of ranting is just not cool.

Comment by AingealWroth

on 2013-08-08T00:53:36-05:00

Saddened to find out we will be fighting the Dragonmaw, I enjoyed that storyline very much.More saddened to find out that the folks that helps us not be eaten by a giant T-Rex get eaten themselves.

(@BobbyBoy I agree, DJ for old raids would be nice, but not sure how long compiling the info in the new format would take them, lol.)

Comment by 2trumpan

on 2013-08-08T01:36:15-05:00

please just end pandaria already so we can get back to old school WoW, so sick and tired of this crappy expansion.

This exp is not crappy.

Comment by Incomingtank

on 2013-08-09T07:09:50-05:00

14 raid encounters? Am I seeing this correctly?

Yes you are. I was slightly surprised myself that there were so few.

Side note... The Kor'kron Sniper under General Nazgrim links to the wrong sniper.

Comment by Souhdrak

on 2013-08-09T10:37:41-05:00

Is there 14 bosses in the same raid here or is it divided into two or more smaller raids?

Comment by f0nZi3

on 2013-08-09T15:07:40-05:00

I am curious if there is any shared boss loot and what that may be if there is. Also, if there are any trash epic drops and what those might be. I hear tell that there is no trash in PTR raid testing, so I realize that last inquiry may take a while to answer. :-)

Comment by Thrallscream

on 2013-08-14T14:33:43-05:00

Pretty bummed General Nazgrim is on the wrong side of the fence. Loved his character in MOP. Too bad they made him a blind loyalist and not a true hero of the horde with Voljin, Baine, Thrall and Chen. Bummer!

Comment by DartVader

on 2013-08-15T20:37:29-05:00

I was so excited to hear Garrosh was finally getting his but kicked. Now I'm scared to fight him. O.O

Lol, he'd be rather disappointing as the final xpac raid boss if he WASN'T a bit scary. Have to say, Garrosh is even worse than his father. When Grom drank the demon Mannoroth's blood, he didn't have any idea of what could really happen to the orcs in the future. Garrosh did, and yet he STILL went ahead with it.

Comment by xnihilo

on 2013-08-21T13:39:00-05:00

Now we wait for the old expansion raids to be added to the Dungeon Journal.

/crickets

If you understand how a software development team works, or any progression for that matter, you should realize that this is working backwards, which does not make sense. Although it would be a nice feature, don't expect it to happen because it's not a logical point on any sort of development roadmap.

Comment by Azrile

on 2013-08-21T17:11:15-05:00

Bunch of things you are wrong about.1. You do not have 522 gear in all your slots

Speak for your self, every item except one is 522+. And none are from Normal Mode or above ToT. You get good items from HC Scenario's and Challenge Mode Dungeons in case you did not know. iLvl 524 once upgraded. The exception for me is literally only 1 iLvl 510 Trinket that has a good proc.

Yes, but you are using your upgraded gear ilvl and comparing it to unupgraded gear. If you want to see a difference in ilvls between tiers, you need to compare either unupgraded to unupgraded or upgraded to upgraded. Also, you get upgrades from challenge mode dungeons?

2. Your current 522 gear does not have tier bonuses

I agree that's a bit of a shame :(

3. There is other gear above the 528 that you can get without raiding from timeless island.

From the new world boss? I'll have to read up on exactly what the Timeless Isle offers, as so far all I've seen is Vanity Items, Extreme Grinding PvP and Pet stuff here on WoWHead News. (Hint to WoWHead to do us a nice Guide soon?)Addition/Edit: The gear you referred to is only 496 iLvL, according to WoWHead's own post about the gear. Although its BoA which is nice.

You are wrong. You get the 496 stuff as drops, but then you also can get an item that makes its ilvl 535, which can then also be upgraded with VP to 543. Every slot except weapons can drop (uncertain if you can equip both rings and trinkets though) And there is also the world boss drops

4. Comparing your upgraded 530 gear to un upgraded 528 gear is stupid. There is no valor gear in 5.4 so you will be upgrading your drops immediately.

Got a Blue post to back up your claim of no more usage of Valor Points for gear? (A quick Google search and I only found a rumour claiming this, nothing official) I'm pretty shocked that this will be the first Raid Tier in a long time to not have new Valor Point gear. If what you claim is true, it may well be the final blow I need from this patch to make me quit WoW.

I hope you have found confirmation of this by now. There is no new valor gear, the only thing VP will be used for is item upgrades.

You are in the same position as me right now, probably an ilvl around 520-522 ( a bunch of 530s, a bunch of 510s). Within a month, our ilvles will be probably 540.. we will be getting 536 upgraded stuff from LFR, and 542 stuff from timeless island... and just as important, we will be getting our tier bonuses back that some of us lost when we went to the 522 SPA gear (from 502).

Only if I do Flex Raids, which has ruined LFR iLvl's, a subject you avoided in your post, which was the entire point of my previous post...

Maybe only Time will tell, but I'm running low on confidence now, what with the extreme Warlock nerf (Nerf is actually a understatement, they've changed the entire gameplay style, our rotations, nerfed almost every spell), the Pokemon Island, the new Flex Raids, etc.

Like I have shown above. If you do NOTHING except LFR and Timeless island, you will have a bunch of 543 ilvl stuff from Timeless island ( 496 drop, upgraded to 535 with the burden tokens, and then upgraded to 543 with VP), and a bunch of 536 stuff from LFR. Since there is no VP gear, it really is appropriate to use the upgraded ilvls since all of our drops will be getting vp upgraded almost immediately. Our VP carries over, so most of use will start with 3000 VP. Your ilevel should be pretty close to 540 without doing anything except LFR and Timeless islands... which is about 20 ilvls higher than it is right now. That is decent enough progression. Throw in the fact that even LFR people should/could get their ilvl 600 legenedary cloak... yeah.

Now we wait for the old expansion raids to be added to the Dungeon Journal.

/crickets

If you understand how a software development team works, or any progression for that matter, you should realize that this is working backwards, which does not make sense. Although it would be a nice feature, don't expect it to happen because it's not a logical point on any sort of development roadmap.

Yeah, that is the kinda stuff they throw at interns who messed up anything important and they need to keep busy for a few more summer months.

Comment by neonjohn

on 2013-08-22T14:18:30-05:00

Now we wait for the old expansion raids to be added to the Dungeon Journal.

/crickets

^^^^^^^^^^^

With the fugly new tier sets, transmog will definitely continue to be an issue, and we would like to research available items.

Comment by Tromle

on 2013-09-03T11:17:15-05:00

Hello there

In my guild we are currently planning this coming patch quote for guild repairs. We just grew to two raiding groups and would like to keep the tradition of guild repair.

We were wondering if there will be any BoE stuff to sell in AH and contribute to finance our repair? (beside our perk ofc)

Thanks for your reply

Comment by Kentje

on 2013-12-23T04:47:00-06:00

You people who post all this here are the ones getting on my nerves with your complaints! You all sound like you have either been playing for too long and are blaming Blizzard's changes for your own personal issues, or you simply just can't adapt to changes in time. We are almost in 2014, Vanilla = DeaD! Get used to it!

I have no complain what's o ever about all the changes, in fact I think Blizzard is doing a very good job.All changes, expansion after expansion have only been better! Story wise, graphics wise and gameplay wise!

The story that comes with every new land/continent is original and awesome! There is always a legitemate reason to do the whole lore cuz u always wanna find out what happens! Doens't that make it awesome?

The graphics are getting better and better! Compare for eg. the smoothness in graphics and the beauty of the special effects between two starting bosses from 1 expansion ago and now: Halfuss Wyrmbreaker and Immerseus... Isn't that just Awesome?

The gameplay, well there is just too much to say about why this is only becoming more and more awesome! But to keep it simple: Its Balanced! Your character is lvl 90 now, not 60 anymore.. In fact, you have been playing your character for years now, (depending on how long you have been playing) Things HAVE TO CHANGE! GET USED TO IT! Enjoy it! Compare the game to any other pc game and think for a second. What other game provides you with the same Awesomeness? And that for about 10 euro a month? STOP COMPLAINING AND ENJOY THE GAME FOR WHAT IT IS! PURE AWESOMENESS! Epic plays ALL day! Epic Co-operative Play! U name it! Cya around ! :)

Greets,

Kentje ( Just another Warlock )

Comment by snowwingg

on 2014-06-11T00:25:03-05:00

I love all the items available from Downfall (Garrosh especially), but even on normal Garrosh is difficult to kill. The first time I did this raid and saw Garrosh's H.P at around 280M I thought it was going to be easy. I was completely inccorect. He uses the Sha power and get his health to 560M or around that. I still have yet to kill him.

Comment by Myztify

on 2014-11-01T21:54:47-05:00

There seem to be a considerable amount of loot, so why do I only get gold on each boss on first kill in a full run of SoO?